mapbase-model-src/modelsrc/police_animations.qc

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2021-09-20 21:07:41 +03:00
// Created by Crowbar 0.56
$include "hl2mp_ported_anims/weaponmacros.qci"
$modelname "Police_animations.mdl"
//$includemodel "player/male_anims.mdl"
// Must be included
$include "BaseModel.qci"
$include "hl2mp_ported_anims/commonbones.qci"
// Used to compile new movement animations since $declareanimation doesn't work
$include "PoliceMoveAnims.qci"
$includemodel "police_animations_original.mdl"
$include "police_animations_DeclareSequence.qci"
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$weightlist "HolsterWeightlist" {
"ValveBiped.Bip01_Pelvis" 0
"ValveBiped.Bip01_R_Clavicle" 1
"ValveBiped.Bip01_Spine" 0.35
"ValveBiped.Bip01_Spine2" 0.75
"ValveBiped.Bip01_Spine2" 1
"ValveBiped.Bip01_L_Clavicle" 0.35
"ValveBiped.Bip01_Neck1" 0.2
}
//$makeweapongesturep weapon_draw_gesture "police_animations_anims\weapon_draw_gesture.smd" 10 20 35
//$append weapon_draw_gesture {
// fps 30
// activity "ACT_ARM" 1
// { event AE_NPC_DRAW 11 "" }
//}
//$append weapon_draw_gesturearms {
// // This is needed for some reason
// //rotateto -90
//}
//
//$makeweapongesturep weapon_holster_gesture "police_animations_anims\weapon_holster_gesture.smd" 15 25 40
//$append weapon_holster_gesture {
// fps 30
// activity "ACT_DISARM" 1
// { event AE_NPC_HOLSTER 24 "" }
//}
//$append weapon_holster_gesturearms {
// // This is needed for some reason
// //rotateto -90
//}
$sequence "weapon_draw_layer" hidden {
"police_animations_anims\weapon_draw_gesture.smd"
fps 30
weightlist "HolsterWeightlist"
}
$sequence "weapon_draw_gesture" {
"police_animations_anims\weapon_draw_gesture.smd"
activity "ACT_ARM" 1
noanimation numframes 40 // 35
blendlayer weapon_draw_layer 0 15 20 40 spline
{ event AE_NPC_DRAW 11 "" }
ikrule lhand attachment L_hand radius 10
ikrule rhand attachment R_hand radius 10
}
$sequence "weapon_holster_layer" hidden {
"police_animations_anims\weapon_holster_gesture.smd"
fps 30
weightlist "HolsterWeightlist"
}
$sequence "weapon_holster_gesture" {
"police_animations_anims\weapon_holster_gesture.smd"
activity "ACT_DISARM" 1
noanimation numframes 40 // 35
blendlayer weapon_holster_layer 0 15 20 40 spline
{ event AE_NPC_HOLSTER 24 "" }
ikrule lhand attachment L_hand radius 10
ikrule rhand attachment R_hand radius 10
}
// ================================================================
//
// Harass Gestures
//
// I've always wanted these and I'm sure I'm not the only one.
//
// ================================================================
$include "PoliceHarassGestures.qci"
// ================================================================
// ================================================================
$weightlist "NoHeadMovement" {
"ValveBiped.Bip01_Head1" 0
"ValveBiped.Bip01_Neck1" 0.25
"ValveBiped.Bip01_Pelvis" 1
}
$sequence "gesture_shoot_shotgun" {
"combine_soldier_anims_anims\a_shootShotgun"
{ event AE_CL_PLAYSOUND 11 "Weapon_Alyx_Shotgun.Cock" }
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activity "ACT_GESTURE_RANGE_ATTACK_SHOTGUN" 1
weightlist "NoHeadMovement"
delta
}
$sequence "shoot_shotgun" {
"police_animations_anims\smg1angryidle1.smd"
{ event AE_CL_PLAYSOUND 11 "Weapon_Alyx_Shotgun.Cock" }
numframes 45
activity "ACT_RANGE_ATTACK_SHOTGUN" 1
addlayer "gesture_shoot_shotgun"
addlayer "SMG1_Aim_all"
node "shooting_smg"
}
$makeweapongesture "gesture_reload_shotgun" "male_shared_anims\reload_shotgun1.smd" 10 60 75
$append "gesture_reload_shotgun" {
activity "ACT_GESTURE_RELOAD_SHOTGUN" 1
{ event 3015 29 "" }
{ event AE_CL_PLAYSOUND 57 "Weapon_Shotgun.Special1" }
}
$weightlist "weights_reload_shotgun1_legs" {
"ValveBiped.Bip01_Pelvis" 0
"ValveBiped.Bip01_Spine" 0
"ValveBiped.Bip01_R_Thigh" 1
"ValveBiped.Bip01_L_Thigh" 1
}
$sequence "reload_shotgun1_legs" "male_shared_anims\reload_shotgun1.smd" weightlist "weights_reload_shotgun1_legs" hidden
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$sequence "reload_shotgun1" {
"police_animations_anims\reload_smg1.smd"
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numframes 75
activity "ACT_RELOAD_SHOTGUN" 1
{ event 3015 29 "" }
{ event AE_CL_PLAYSOUND 57 "Weapon_Shotgun.Special1" }
addlayer "gesture_reload_shotgun"
//blendlayer "Idle_Angry_Shotgun" 59 75 75 75 spline
node "standing_smg"
ikrule "lfoot" footstep
ikrule "rfoot" footstep
ikrule "rhand" release
ikrule "lhand" release
}
// ================================================================
// ================================================================
//
// AR2 Alt-Fire Gesture
//
// Programming not included
//
$weightlist "AR2AltFireWeightlistDelta" {
"ValveBiped.Bip01_Pelvis" 1
"ValveBiped.Bip01_L_Clavicle" 0
"ValveBiped.Bip01_Spine" 1
"ValveBiped.Bip01_R_Clavicle" 0
"ValveBiped.Bip01_Neck1" 0
}
$weightlist "AR2AltFireWeightlist" {
"ValveBiped.Bip01_Pelvis" 0
"ValveBiped.Bip01_Spine" 0
"ValveBiped.Bip01_L_Clavicle" 1
"ValveBiped.Bip01_R_Clavicle" 1
"ValveBiped.Bip01_L_Thigh" 0
"ValveBiped.Bip01_R_Thigh" 0
"ValveBiped.Bip01_Neck1" 1
}
$sequence "shootAR2alt_gesture_delta" {
"combine_soldier_anims_anims\shootAR2alt.smd"
subtract "shootAR2alt_gesture_delta" 0
delta
hidden
weightlist "AR2AltFireWeightlistDelta"
}
$sequence "shootAR2alt_gesture" {
"combine_soldier_anims_anims\shootAR2alt.smd"
weightlist "AR2AltFireWeightlist"
addlayer "shootAR2alt_gesture_delta"
addlayer "SMG1_Aim_all"
activity "ACT_GESTURE_AR2_ALTFIRE" 1
{ event COMBINE_AE_BEGIN_ALTFIRE 0 "" }
{ event COMBINE_AE_ALTFIRE 16 "" }
}
$sequence "shootAR2alt_delta" {
"combine_soldier_anims_anims\shootAR2alt.smd"
subtract "shootAR2alt_delta" 0
delta
hidden
}
$sequence "shootAR2alt" {
"police_animations_anims\smg1angryidle1.smd"
numframes 36
activity "ACT_COMBINE_AR2_ALTFIRE" 1
{ event COMBINE_AE_BEGIN_ALTFIRE 0 "" }
{ event COMBINE_AE_ALTFIRE 16 "" }
addlayer "shootAR2alt_delta"
addlayer "SMG1_Aim_all"
node "standing_smg"
ikrule "lfoot" footstep
ikrule "rfoot" footstep
ikrule "rhand" release
ikrule "lhand" release
}
// ================================================================
// ================================================================
$definevariable Blend_Idle_Default "pistolangryidle2"
$definevariable Blend_Idle_Unarmed "batonidle1"
$definevariable Blend_Idle_Panicked "batonidle1"
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$definevariable Blend_Idle_Pistol "pistolangryidle2"
$definevariable Blend_Idle_Rifle "smg1angryidle1"
$definevariable Blend_Idle_Rifle_Crouched "lowcover_aim_pistol"
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$definevariable Blend_SMD_Default "police_animations_anims\pistolangryidle2.smd"
$definevariable Blend_SMD_Unarmed "police_animations_anims\batonidle1.smd"
$definevariable Blend_SMD_Panicked "police_animations_anims\batonidle1.smd"
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$definevariable Blend_SMD_Pistol "police_animations_anims\pistolangryidle2.smd"
$definevariable Blend_SMD_Rifle "police_animations_anims\smg1angryidle1.smd"
$definevariable Blend_SMD_Rifle_Crouched "police_animations_anims\lowcover_aim_pistol.smd"
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$definevariable Blend_Node_Default "shooting_pistol"
$definevariable Blend_Node_Pistol "shooting_pistol"
$definevariable Blend_Node_Rifle "shooting_smg"
$include "BaseDI.qci"
$include "AlyxDI.qci"
$include "AntlionRecvDI.qci"
$include "HunterRecvDI.qci"
$include "AlyxBlindfire.qci"
$include "GenericAnimationMacros.qci"
$include "SoldierSignals.qci"
// Soldiers' original signals had a FPS of 48
$definevariable SignalFPS 36 //32
$DefaultSignalGestures $SignalFPS$
$DefaultSignalSequences "police_animations_anims\pistolangryidle2.smd" $SignalFPS$
// Not good enough at/m
//$SoldierGrenadeDropAnimation $Blend_SMD_Rifle$
//$SoldierGrenadePlaceAnimation $Blend_SMD_Rifle$
// Gesture version of manhack deploy
$MakeManhackDeployLayer "police_animations_anims\deploy.smd" 30
$MakeManhackDeployGesture "police_animations_anims\smg1angryidle1.smd"
// ================================================================
//
// Misc.
//
// ================================================================
$include "SoldierEP1Rappel.qci"
$pushd "male_shared_anims"
$include "ArrestAnims.qci"
$include "CitizenPackage_Police.qci"
$include "CitizenSuitcase_Police.qci"
$popd
$include "CitizenRPG_Police.qci"
$animation "@gesture_shoot_pistol_corrective_animation" "police_animations_anims\@gesture_shoot_pistol_corrective_animation.smd" {
}
$include "NewPistolAnimations_357_Metrocop.qci"
$include "l4d1_ported_anims\L4D1_LadderClimb_Male.qci"
$include "l4d1_ported_anims\L4D1_PistolAnims.qci" // Metrocops technically have their own pistol draw animation, but that's harder to turn into a gesture which works well
// ================================================================
$include "ProtectedRun.qci"
$sequence "run_protected_all" {
"a_PoliceRunS"
"a_PoliceRunSE"
"a_PoliceRunE"
"a_PoliceRunNE"
"a_PoliceRunN"
"a_PoliceRunNW"
"a_PoliceRunW"
"a_PoliceRunSW"
"a_PoliceRunS"
activity "ACT_RUN_PROTECTED" 1
blend "move_yaw" -180 180
blendwidth 9
{ event 6004 6 "NPC_MetroPolice" }
{ event 6005 15 "NPC_MetroPolice" }
fadein 0.2
fadeout 0.2
blendlayer "layer_run_protected" 0 0 0 0 local
node "running"
}
// ================================================================
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// Add a heal animation
$MakeAdjustedAnimation Heal "male_shared_anims\Heal.smd" $Blend_SMD_Rifle$ 12 32 50
$append Heal {
activity "ACT_CIT_HEAL" 1
{ event AE_CITIZEN_HEAL 31 "" }
}
$KeyValues
{
dynamic_interactions
{
$DIKV_Alyx
}
}